Post Short Tips/Tricks Here

Thunderfall

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Feel free to post any short tips/tricks you have for CivRev here... :)

I will start:
  • Always try to keep some gold around... it will come in handy when you find you really need to rush a few units to defend yourself, or need to rush a wonder.

  • In the beginning, try to save up your first 100 gold (ex. from exploration, caravan, barb camps), so you can get a free settler. After I got the free settler, I usually spend the money on roads.

  • On the City Screen, clicking the L3 button on PS3 goes directly to the custom worker management.

  • When you receive a great people, always choose "Let me think about it.." option first. If it's a great scientist, you can go to your research technology screen to change to the technology that takes longest time to research, then immediately research the tech using the great people.

  • You can delete a unit by clicking R3 button on PS3.

  • Know well the bonus of the civilization your are playing, and consciously try to take advantage of those bonus as much as you can.

  • When attacking a city, move your units to forest tiles or hills whenever possible. Forests give you 50% defensive bonus while attacking from hills gives you 50% attack bonus.

  • Avoid attacking across a river, since there is a -50% attack penalty, for most units. Some units such as artillery don't have this penalty.

  • Usually it's best to settle your first great scientist and great explorer in cities, than use them up for instant money or tech.

  • In diplomacy screen, the discuss current events option can yield some interesting intelligence, such as how many units a city has or which city is building a wonder.
 
- When you see an enemy settler for the taking, consider this: does this civ have technology I don't have (starting tech or tech they get by getting to the medieval era). If so, let the AI settle and conquer the city once it's settled. You get a city and perhaps tech too!

- Form caravan 'trains'. The interest (or whatever it is) is the same for a single caravan or a train, but your revenue is tripled. That way you don't give away too much free money to the other civ.

- Always start your first turn putting your regions to production, so that you have warriors out there as quickly as possible.

- After you have made a third unit in a city, form an army. After you've formed your army, consider which army you want to build next. A single unit means nothing. It's all about armies. So plan ahead!

- Use offensive units to kill defensive units and use defensive units to kill offensive units when you are being sieged. That way you can boost the promotions of all your units.

- Don't attack with your great general and try to protect him fiercely.
 
  • On the City Screen, clicking the L3 button on PS3 goes directly to the custom worker management.

Very good tip! I was beginning to grow a bit tired of going through the menus :)

  • When forming armies, try using one veteran/elite along with two newbie units. This makes the whole army veteran/elite. This is of course unless you want more than one elite promotion on the army.

  • When you've formed an army, it gets the max amount of movement from the three units. This means that you may move two units onto a tile with a third, for an army, and then move the whole army as long as the third unit could move.

  • When keeping extra units no the same tile as great people or settlers. You can activate the settler or great person by "scrolling" through the units. In this way you could use a settler or activate a great person even if they've used all their movement points for that turn.
 
- If you tend to get lots of spies from barbarian huts or villages, put them on your galley(s), and keep track of the AI's (or opposing player online) cities. If you notice a great person flag, simply move your galley nearby and land the spy (far enough way so that you can move the spy into the city next turn, and so that the AI can't steal the spy). Steal the great person, load him up on your galley, and bring him back to your cities and decide where he best belongs. A galley is nice because its safer than land traveling, especially early in the game when the AI is out exploring.

Also don't be afraid to keep those spies on your galley if you don't notice any great people flags right away. Even later in the game you can use this method to quickly take away the opponents advantage, and turn it into your own.

-Make sure you use your great people effectively, and always hit the "let me think about it" button (not exactly sure if that's what it's called). This way you can analyze where to best settle your great people, or if hanging onto them for a important tech or wonder is more beneficial.

Also, if your going to use a great person to quick-build a wonder, rush the building the city is currently on, then start the wonder and use the great person to finish it off. If you just switch from the building to the wonder, all the production you had is pretty much wasted, because the great person will finish the wonder in one turn anyway. You can always wait to finish the building then use the great person to quick-build a wonder, but if you Rush the building then things happen quicker, and you get the bonuses from the building and wonder for a longer period of time (even if it is just a few turns, having the bonuses immediately can be handy).
 
Well I just played my 2nd game on emperor this afternoon, and won a space race victory. In both games on emperor I've found it harder to complete important wonders. In my first game, I didn't get Leo's Workshop, and in my second game I missed out on the Manhattan Project!

So I'm not sure if this is really a "tip" but, if you ever are in the process of building a wonder, and the AI or an opposing player gets it before you, instead of switching to a different wonder with all your production, switch to military units.

In my 1st game I was able to build 6 tanks in 1 turn, and I just got the technology so they were quite advanced and I blew through the opposition.

In my 2nd game I was going for a space race victory, and all the AI were at war with me. I was going for the Apollo program wonder, but switched it to a SS part, which was complete in 1 turn. Then I built another SS part in 1 turn. After that I built Modern Infantry. I didn't rush any of this, it was all off the Apollo Program production. Next turn, I created 6 Modern Infantry armies in that city (it was size 31, and no I didn't use a mega city strategy, I never have. The city was on the coast, with 2 fish, 1 dye, and iron and mountains for production). I was quite shocked when I hit "form army" six times...

So, as a tip, I guess, if you ever get beat to a wonder, consider whether the remaining wonders you can build are really all that useful to you, or whether those extra armies can help you conquer (maybe even conquer the civ that took the wonder in the first place, and get whats rightfully yours!). :D
 
- Protect your catapults, cannons and artillery always.

- If your adviser says "War is COSTLY." you should follow their advice because rushing troops to the city one by one is NOT such a good idea.

- If you have too many cities, try switching others from reseach to gold by pressing the triangle button (PS3) in the city menu screen.
 
Keep the tips coming, eveyone! Lots of good tips there! :thumbsup: Here are a few more from me:

  • Very early in the game, if you see an AI settler or caravan, you may want to consider capturing it if you are able to. One important thing to note is that CivRev's AIs don't have good memory of your past actions, unlike Civ4. So you could capture that settler unit (usually defended by an archer) with your army and sue for peace a turn or two later.

  • Naval units in CivRev can carry TONS of land units/armies, so don't let the oceans keep you from conquering you foes.

  • Bomber wings is a great way to take down enemy city defenses, especially if your enemies don't have fighters.

  • If you are aiming for culture win, courthouse in all cities + Magna Carta wonder is a must.
When keeping extra units no the same tile as great people or settlers. You can activate the settler or great person by "scrolling" through the units. In this way you could use a settler or activate a great person even if they've used all their movement points for that turn.
That's new to me. :) So even if the settler unit has used its turn, as long as you have a unit on the same tile, you can make the settler form a city this way?
 
- When you are losing a city to a culture flip, consider whether the city is really worth building a wall in. A temple is not always enough when the city is pretty small. In stead, set the output to gold and rush a settler each turn and drain its population. Let the other civ worry about getting the population back from 1. Meanwhile you can build a few new cities or raise the population of a slowly growing production house.

- Don't underestimate the power of naval support, but don't overestimate it. When you have the upper hand, you don't need to bother with a navy. Build aircrafts to sink your opponent's fleet in stead. If you're getting crushed, fleets can give your defense a nice boost. I've seen an enemy civ getting +27 defense for their great scientist :mischief:
 
"Never bring a Galley to a Trireme fight."

"If you capture a city, you will slow them down for a turn. If you nuke the city, you will slow them down for a lifetime."

"Put your shoulder to the battling ram."

"Any society that would give up a little military, to gain a little economy, would deserve neither, and loose both."

"We will make guns so cheep, only the rich will carry swords."

"Never procrastinate a land war with Japan."

"If you chase two warriors, you will loose them both."

Some don't have a meaning, and the others you need to think about to get. But I did come up with them all.
 
DS version: Land units on a boat can move onto another boat -- just ignore the red 'can't move there' symbol.
 
On higher levels, if you encounter an enemy's capital (preferably one of the stronger civs in the early age, like Zulu, Aztec, Egypt or France), just hang around the capital, preferably on a hill 2 regions away from the city. Once you see the capital decrease in size (either by the number or by the worked regions), you know a settler has been produced. The settler is usually escorted by an archer, so it only moves 1 square per turn. Locate the settler or the newly built city and enjoy the easy win. Rush an archer the next turn and offer peace.
 
- When you are losing a city to a culture flip, consider whether the city is really worth building a wall in.

I usually like to figure out which city is causing the flip and then capture it :)

One thing I like to do is try to build my roads such that a main "highway" is created with offshoots going to each individual city. In picture form, here's a game I played last night (badly recreated):





The first one is good because any unit can get from one city to another in 1 turn. The second one is bad because traveling between distant cities requires intermediate stops in other cities, costing a movement point and usually making the trip take >1 turn.

You generally do this by building the longest road possible at first - for example, from the city on the bottom to the most distant city it will allow. Then, you build roads from the middle cities to other cities in a manner such that they connect with the main road you created at first.
 
The problem with the one long road is that a single enemy fighter positioned on said road will cause you a huge pain in the @$$.

I constantly use fighters to disrupt enemy logistics in multiplayer. I would cause that highway owner immense frustration.
 
That's quite possible, my multiplayer experiences have been plagued with disconnections and quitting thus far so I've mostly stuck to SP.
 
Especially when going for an economic win, pay attention to turns remaining and rush costs for marketplaces and banks, as well as gold increasing wonders.Example: If a bank will take a further 5 turns to finish or cost 100 to rush, provided the city is currently providing at least 20 gold rushing is far more economically sound. This is because over the following 5 turns the 20 bonus from the bank earns back the rush cost. If the city was already earning 30 gold then rushing would leave you with a 50 gold improvement after the 5 turns than if you built the bank with hammers. (30 x 5 =150, 150-100=50) With the internet, remember it doubles your ENTIRE gold production, which can often more than justify a hefty rush cost in the long term
 
When you want to build a city on an island straight off the galley/galleon, move your settler to that spot. Move your militia to that same spot. You cannot move the units anymore, but you can flip through the units and see that the special abilities are still available. You can build the city that same turn!

Same goes for great people, but you can only access the special ability when the units are in a stack.
 
If you form an army, every unit takes on the characteristics of the strongest guy. Always try to group 1 vet with 2 non vets and you'll still get a veteran army. This means you don't need a barracks in every city. Also, if you get a great military leader, make sure you settle them in a city with a barracks, and then your units will be elites instead of just veterans.
 
^ to expand on this, every unit takes on the characteristics of every other unit - so if you have a ninja unit and a lightning unit and combine them with a regular unit, you'll get a ninja + lightning army.
 
One thing I like to do is try to build my roads such that a main "highway" is created with offshoots going to each individual city.

Great Tip! I never paid attention to how my roads were laid out but last night I used this tip and found it extremely helpful! Thanks for the tip!
 
^ to expand on this, every unit takes on the characteristics of every other unit - so if you have a ninja unit and a lightning unit and combine them with a regular unit, you'll get a ninja + lightning army.

This can be especially effective with defensive units. Stacking Engineer, Leadership and Loyalty will make them very hard to defeat. Fortified with walls and luckily with a great general can make an early defensive unit relevant well into the game.
 
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